Social reality gaming

ABSTRACT

A social reality game includes a server receiving a selection of a challenge from a user at a client. The challenge includes a set of tasks. The server receives at least one confirmation message associated with at least one of the tasks of the challenge over a predefined period of time associated with the challenge. The server validates the confirmation message using a digital profile of the user. The server assigns points to the user upon completion of a task of the selected mission. The server offers a reward to the user upon completion of the challenge. The reward is based on the accumulated points in the digital profile of the user. The challenge is completed when all tasks from the challenge are validated.

RELATED APPLICATION

The present application claims the benefit of the U.S. provisional application, entitled “Social Search Engine Which Integrates Social Game Mechanics,” Application No. 61/162,229, and filed on Mar. 20, 2009.

TECHNICAL FIELD

This invention relates to the field of gaming, and, in particular, to social reality gaming.

BACKGROUND

Online social networks are increasingly popular due their relative ease of use to communicate with other users in a centralized system. Social network service focuses on building and reflecting of social networks or social relations among people, e.g., who share interests and/or activities. A social network service essentially consists of a representation of each user (often a profile), his/her social links, and a variety of additional services. Most social network services are web based and provide means for users to interact over the internet, such as e-mail and instant messaging. Although online community services are sometimes considered as a social network service in a broader sense, social network service usually means an individual-centered service whereas online community services are group-centered. Social networking sites allow users share ideas, activities, events, and interests within their individual networks.

BRIEF DESCRIPTION OF THE DRAWINGS

The present invention is illustrated by way of example, and not by way of limitation, in the figures of the accompanying drawings.

FIG. 1 is a block diagram illustrating one embodiment of a system for integrating social game mechanics into social networks.

FIG. 2 is a flow diagram illustrating one embodiment of a server for integrating social game mechanics into social networks.

FIG. 3 is a flow diagram illustrating one embodiment of a method for integrating social game mechanics into social networks.

FIG. 4 is a block diagram illustrating one example of an implementation of a social reality game.

FIG. 5 is a flow diagram illustrating one embodiment of a method for a social game mechanics engine.

FIG. 6 is a flow diagram illustrating one embodiment of a method for computing a personalized trust rank for a social reality game.

FIG. 7 is a block diagram illustrating one embodiment of an algorithm for computing a trust quotient and a trust profile of a user for a social reality game.

FIG. 8 is a flow diagram illustrating one embodiment of a method for selecting an advertisement based on the trust quotient and trust ranking for a social reality game.

FIG. 9 is a block diagram illustrating an example of a computer system for a social reality game.

DETAILED DESCRIPTION

A social reality game is herein described. In one embodiment, a server receives a selection of a challenge from a user at a client. The term challenge is used interchangeably with mission, referral, and recommendation. A challenge includes a set of tasks. The server receives at least one confirmation message associated with at least one of the tasks of the challenge over a predefined period of time associated with the challenge. The server validates the confirmation message using a digital profile of the user. The server assigns points to the user upon completion of a task of the selected mission. The server offers a reward to the user upon completion of the challenge. The reward is based on the accumulated points in the digital profile of the user. The challenge is completed when all tasks from the challenge are validated.

FIG. 1 is a block diagram illustrating one embodiment of a system for integrating social game mechanics into social networks. A social reality gaming server 202 communicate with computing devices 106, 108, 110 via a communication network 104 (e.g. the Internet). Computing devices can include any device capable of communicating with the social reality gaming server 202 over the communication network 104. Examples of computing devices include a client 106, a PDA (personal digital assistant) 108, a mobile telephone 110. Social reality gaming server 202 can also communicate with a third party social network server 102 with the permission of a user. For example, a user who is a subscriber of a service provided by the social network server 102 can give permission for the social reality gaming server 202 to share information of the user with third party social network server 102. Social network servers include servers that provide a service that consists of a representation of each user (often a profile), his/her social links, and a variety of additional services. Most social network services are web based and provide means for users to interact over the internet, such as e-mail and instant messaging.

In one embodiment, social reality gaming server provides a service to a user or subscriber. The service may include offering a menu of real life challenges or missions to which the user selects and updates his progress on one of the computing devices 110, 108, 106. The service allows user to communicate with other subscriber of the service and share his/her experience while completing the real life challenge or mission. The details of the method for providing such service are further described below.

FIG. 2 is a flow diagram illustrating one embodiment of a server 202 for integrating social game mechanics into social networks. Server 202 includes a storage device 204, a client interface 206, a third party server interface 208, a challenge module 210, and a validation module 212.

Storage device 204 can include a database storing digital profiles of users/subscribers. A digital profile of a user includes several attributes (name, age, address, email, trust rank, reputation, location, etc. . . . ). Storage device 204 also includes a library of real-life challenges. Challenges are real life accomplishments or missions that can be broken down into one or more tasks.

Client interface 206 is configured to communicate with computing devices 110, 108, and 106. Third party server interface 208 is configured to communicate with a third party social network server 102.

Mission module 210 is configured to provide and refer specific challenges to a user. A menu of all challenge grouped in relevant categories may be provided. A particular challenge may be suggested to the user from another user or based on other parameters (digital profile) from the user.

Validation module 212 is configured to receive and validate a confirmation message from the user. A confirmation message can include any type of data from the user used to verify and validate a task and the progress of a selected challenge. The confirmation message may also be referred to as a check-in message. Confirmation messages may be in the form of GPS data sent from a mobile device with GPS capability, data shared with other social network service servers, and other attributes and parameters. Additional types of mission validation/confirmation data can include: uploading a photo, writing text, the proximity of the user at the time of the confirmation to other users, submitting a confirmation code (like coupon codes), social affirmation actions performed by the user's social network (e.g., “thumbs up”, responding to my mission completion message, etc.).

FIG. 3 is a flow diagram illustrating one embodiment of a method for a social reality gaming server. At 302, a server receives a selection of a challenge from a user at a client. The challenge can include a set of tasks. At 306, the server receive at least one confirmation message associated with at least one of the tasks of the challenge over a predefined period of time associated with the challenge. At 308, the confirmation message is validated using a digital profile of the user. In one embodiment, the confirmation message is validated by communicating with a third party server to verify a content of the confirmation message based on the digital profile of the user. The digital profile of the user includes several attributes that the third party server shares at least one attribute of the digital profile of the user. The user is also a member of a social network system of the third party server.

At 310, points are assigned to the user upon completion of a task of the selected mission. At 312, a reward is offered to the user upon completion of the challenge. The reward can be based on the accumulated points—or other attributes of the user's activity in the system—in the digital profile of the user. The challenge is considered completed when all tasks from the challenge are validated.

FIG. 4 is a block diagram illustrating one example of an implementation of a social reality game implemented on a mobile device. The terms challenges and missions are used interchangeably. A user views starter missions at 402. A list of mission categories is displayed at 404. A list of missions by the most played may also be displayed at 406. At 408, the user chooses a category of a mission from the most played mission. Eventually, the user chooses a mission at 412.

The selected mission module is displayed at 414. The mission module can include a mission description module 416, a how to/steps module 418, a badge/achievements to earn module 420, a see who is doing/has done this mission 422, a save for later module 424, and a do it module 426.

Upon choosing the module at 428, the time frame for accomplishing the module is set at 430. The user chooses a mission length at 432, a start data at 434, and an end date at 436.

Upon starting right away at 438, the user receives initial points at 440 for starting. A pre-mission confirmation module 442 includes choosing emotion 454, writing what the use did 456, and taking a photo 458. The user receives points at 450 for checking-in.

Social reality game server may include the following modules/pages: summary module 452, my activity 468, friends activity 482, and settings 401.

Summary module 452 includes a daily inspirational statement module 454, a progress status module 456, a points status update module 458, a last confirmation module 460, a confirmation module 462.

My activity module 468 includes seeing all confirmations 470, seeing all tips received 472, seeing all kudos received 474, editing a confirmation 476, deleting a confirmation 478, and liking a tip that was given to the user 480.

Friends activity module 482 includes seeing friends' recent activity on the selected mission 484, seeing friends who have successfully completed the selected mission 486, seeing who's following the user's progress 488, asking friends to join the selected mission 490, asking friends for advice 492, seeing the number of other users currently playing the selected mission 494, seeing the number of other users who have successfully completed the selected mission 496, seeing the common tips/activities from other users 498.

Settings module 401 includes seeing mission description 403, seeing how to/steps 405, editing a start date 407, ending a selected mission 409, privacy settings 411, and seeing start and end dates of completed missions 413.

FIG. 5 illustrates one embodiment of a method for encouraging user contribution to, and interaction with, a shared data corpus (e.g., social search index). The method is comprised of a mechanism by which users are given certain virtual in-application currency & rewards (e.g., points, rewards, gifts) to perform particular in-application actions which in turn improve the value of the shared data corpus, the user's in-application reputation, and the quality of social relationships among participating users. Examples of these in-application actions include authoring, rating, commenting, forwarding content to others, group play, collecting objects, reciprocating another user's actions, gifting, etc. This currency can be redeemed to access restricted features or capabilities of the application in addition to other forms of value (e.g., monetary or philanthropic rewards).

User behavior 510 can contribute to data pool at 512 or redeem rewards at 502. The value of objects in the data pool increases at 514. The user is rewarded at 516.

The user redeems rewards by purchasing gifts or making charitable contributions at 504. Such reward redemption allows a user to extract value from the rewards at 506 and allow a user to become motivated towards further behavior at 508.

FIG. 6 illustrates a method for determining the trustworthiness of a referral or recommendation. The method is comprised of a dual feedback mechanism whereby users generate referrals. These referrals become the objects upon which other users act by commenting, rating, and sharing them among each other. The trust value of the referral object is determined as an algorithmic calculation based on these recorded user interactions. Users who author and share highly trusted referrals are, in turn, rated more highly and their subsequent interactions on other referrals have a correspondingly stronger effect. Incident value table 602 is provided to generating an incident value of users at 604. A relationship between users is transformed based on the incident value and relationship. The distance transformation is graphed at 608. The delta transformation is timed at 610. The trust quotient is computed at 612 and the personalized trust rank is 614.

FIG. 7 illustrates a method for providing a more accurate ranking for referrals. The method is comprised of a mechanism by which the base trust quotient (reference) 702, 704 is modified at 706 and 708 by introducing weighting coefficients to the action history of a referral based on the relationship between the actor and the viewer. This calculation of the weighting coefficient includes factors for the graph distance between the actor and the viewer and factors for the quantity and frequency of previous interactions.

FIG. 8 illustrates a method for presenting advertisements in context with the results of a referral search and providing a mechanism to allow a user 802 to use the advertisement 804 to initiate an organic word of mouth conversation. The course of the mechanism is such that, when the user selects the advertisement at 806, they are able to attach a record of a personal experience and a rating, and thereby associate their own trust profile ref.) with the object of the advertisement. From that point on, the object is available to be targeted by the referral search engine and is eligible for display along with other organic search results at 808.

FIG. 9 is a block diagram illustrating a machine in the exemplary form of a computer system 900 within which a set of instructions, for causing the machine to perform a social reality game discussed herein, may be executed. In alternative embodiments, the machine may be connected (e.g., networked) to other machines in a LAN, an intranet, an extranet, or the Internet. The machine may operate in the capacity of a server or a client machine in client-server network environment, or as a peer machine in a peer-to-peer (or distributed) network environment. The machine may be a personal computer (PC), a tablet PC, a set-top box (STB), a Personal Digital Assistant (PDA), a cellular telephone, a web appliance, a server, a network router, switch or bridge, or any machine capable of executing a set of instructions (sequential or otherwise) that specify actions to be taken by that machine. Further, while only a single machine is illustrated, the term “machine” shall also be taken to include any collection of machines that individually or jointly execute a set (or multiple sets) of instructions to perform any one or more of the methodologies discussed herein.

The exemplary computer system 900 includes a processing device 902, a main memory 904 (e.g., read-only memory (ROM), flash memory, dynamic random access memory (DRAM) such as synchronous DRAM (SDRAM) or Rambus DRAM (RDRAM), etc.), a static memory 906 (e.g., flash memory, static random access memory (SRAM), etc.), and a data storage device 918, which communicate with each other via a bus 931.

Processing device 902 represents one or more general-purpose processing devices such as a microprocessor, central processing unit, or the like. More particularly, the processing device may be complex instruction set computing (CISC) microprocessor, reduced instruction set computing (RISC) microprocessor, very long instruction word (VLIW) microprocessor, or processor implementing other instruction sets, or processors implementing a combination of instruction sets. Processing device 902 may also be one or more special-purpose processing devices such as an application specific integrated circuit (ASIC), a field programmable gate array (FPGA), a digital signal processor (DSP), network processor, or the like. The processing device 902 is configured to execute the processing logic 926 for performing the operations and steps discussed herein.

The computer system 900 may further include a network interface device 908. The computer system 900 also may include a video display unit 910 (e.g., a liquid crystal display (LCD) or a cathode ray tube (CRT)), an alphanumeric input device 912 (e.g., a keyboard), a cursor control device 914 (e.g., a mouse), and a signal generation device 916 (e.g., a speaker).

The data storage device 918 may include a machine-accessible storage medium 930 on which is stored one or more sets of instructions (e.g., software 922) embodying any one or more of the methodologies or functions described herein. The software 922 may also reside, completely or at least partially, within the main memory 904 and/or within the processing device 902 during execution thereof by the computer system 900, the main memory 904 and the processing device 902 also constituting machine-accessible storage media. The software 922 may further be transmitted or received over a network 920 via the network interface device 908.

The machine-accessible storage medium 930 may also be used to store reality social gaming module 924. Reality social gaming module 924 may also be stored in other sections of computer system 900, such as static memory 906.

While the machine-accessible storage medium 930 is shown in an exemplary embodiment to be a single medium, the term “machine-accessible storage medium” should be taken to include a single medium or multiple media (e.g., a centralized or distributed database, and/or associated caches and servers) that store the one or more sets of instructions. The term “machine-accessible storage medium” shall also be taken to include any medium that is capable of storing, encoding or carrying a set of instructions for execution by the machine and that cause the machine to perform any one or more of the methodologies of the present invention.

The following description sets forth numerous specific details such as examples of specific systems, components, methods, and so forth, in order to provide a good understanding of several embodiments of the present invention. It will be apparent to one skilled in the art, however, that at least some embodiments of the present invention may be practiced without these specific details. In other instances, well-known components or methods are not described in detail or are presented in simple block diagram format in order to avoid unnecessarily obscuring the present invention. Thus, the specific details set forth are merely exemplary. Particular implementations may vary from these exemplary details and still be contemplated to be within the spirit and scope of the present invention.

Embodiments of the present invention include various operations, which will be described below. These operations may be performed by hardware components, software, firmware, or a combination thereof. As used herein, the term “coupled to” may mean coupled directly or indirectly through one or more intervening components. Any of the signals provided over various buses described herein may be time multiplexed with other signals and provided over one or more common buses. Additionally, the interconnection between circuit components or blocks may be shown as buses or as single signal lines. Each of the buses may alternatively be one or more single signal lines and each of the single signal lines may alternatively be buses.

Certain embodiments may be implemented as a computer program product that may include instructions stored on a machine-readable medium. These instructions may be used to program a general-purpose or special-purpose processor to perform the described operations. A machine-readable medium includes any mechanism for storing or transmitting information in a form (e.g., software, processing application) readable by a machine (e.g., a computer). The machine-readable medium may include, but is not limited to, magnetic storage medium (e.g., floppy diskette); optical storage medium (e.g., CD-ROM); magneto-optical storage medium; read-only memory (ROM); random-access memory (RAM); erasable programmable memory (e.g., EPROM and EEPROM); flash memory; or another type of medium suitable for storing electronic instructions.

Additionally, some embodiments may be practiced in distributed computing environments where the machine-readable medium is stored on and/or executed by more than one computer system. In addition, the information transferred between computer systems may either be pulled or pushed across the communication medium connecting the computer systems.

The digital processing device(s) described herein may include one or more general-purpose processing devices such as a microprocessor or central processing unit, a controller, or the like. Alternatively, the digital processing device may include one or more special-purpose processing devices such as a digital signal processor (DSP), an application specific integrated circuit (ASIC), a field programmable gate array (FPGA), or the like. In an alternative embodiment, for example, the digital processing device may be a network processor having multiple processors including a core unit and multiple microengines. Additionally, the digital processing device may include any combination of general-purpose processing device(s) and special-purpose processing device(s).

Although the operations of the method(s) herein are shown and described in a particular order, the order of the operations of each method may be altered so that certain operations may be performed in an inverse order or so that certain operation may be performed, at least in part, concurrently with other operations. In another embodiment, instructions or sub-operations of distinct operations may be in an intermittent and/or alternating manner.

In the foregoing specification, the invention has been described with reference to specific exemplary embodiments thereof. It will, however, be evident that various modifications and changes may be made thereto without departing from the broader spirit and scope of the invention as set forth in the appended claims. The specification and drawings are, accordingly, to be regarded in an illustrative sense rather than a restrictive sense. 

1. A method for a social reality game: receiving, at a server, a selection of a challenge from a user at a client, the challenge comprising a set of tasks; receiving at least one confirmation message associated with at least one of the tasks of the challenge over a predefined period of time associated with the challenge; validating the confirmation message using a digital profile of the user; assigning points to the user upon completion of a task of the selected mission; and offering a reward to the user upon completion of the challenge, the reward based on the accumulated points in the digital profile of the user, the challenge completed when all tasks from the challenge are validated.
 2. The method of claim 1 wherein validating the confirmation message further comprises: communicating with a third party server to verify a content of the confirmation message based on the digital profile of the user, the digital profile of the user comprising a plurality of attributes, the third party server sharing at least one attribute of the digital profile of the user, wherein the user is a member of a social network system of the third party server.
 3. The method of claim 1 further comprising: providing a menu of challenges; and suggesting one or more challenges based on a referral from another user, the other user having a defined relationship with the user.
 4. The method of claim 3 further comprising: computing a trust quotient based on the digital profile of the other user in relation to challenges; and computing a trust rank based on the trust quotient and the defined relationship between the user and the other user.
 5. The method of claim 4 wherein the trust quotient and trust profile are computed based on a weighted normalization function of a number of interactions between the user and the other user.
 6. The method of claim 4 further comprising: selecting an advertisement based on comments and ratings of the referred challenge, the trust quotient and trust profile of the other user; and attaching the selected advertisement to the referred challenge.
 7. The method of claim 1 wherein the challenge comprises a real life mission for the user, a real life experience for the user, or a real life game for the user.
 8. The method of claim 1 further comprising: providing users with virtual in-application currency and rewards to perform real life in-application actions, the actions improving the value of a shared data corpus, the user's in-application reputation, and the quality of social relationships among participating users.
 9. A non-transitory computer-readable storage medium, having instructions stored therein, which when executed, cause a computer system to perform a method comprising: receiving a selection of a challenge from a user at a client, the challenge comprising a set of tasks; receiving at least one confirmation message associated with at least one of the tasks of the challenge over a predefined period of time associated with the challenge; validating the confirmation message using a digital profile of the user; assigning points to the user upon completion of a task of the selected mission; and offering a reward to the user upon completion of the challenge, the reward based on the accumulated points in the digital profile of the user, the challenge completed when all tasks from the challenge are validated.
 10. The non-transitory computer-readable storage medium of claim 9 wherein validating the confirmation message further comprises: communicating with a third party server to verify a content of the confirmation message based on the digital profile of the user, the digital profile of the user comprising a plurality of attributes, the third party server sharing at least one attribute of the digital profile of the user, wherein the user is a member of a social network system of the third party server.
 11. The non-transitory computer-readable storage medium of claim 9 wherein the method further comprises: providing a menu of challenges; and suggesting one or more challenges based on a referral from another user, the other user having a defined relationship with the user.
 12. The non-transitory computer-readable storage medium of claim 9 wherein the method further comprises: computing a trust quotient based on the digital profile of the other user in relation to challenges; and computing a trust rank based on the trust quotient and the defined relationship between the user and the other user.
 13. The non-transitory computer-readable storage medium of claim 12 wherein the trust quotient and trust profile are computed based on a weighted normalization function of a number of interactions between the user and the other user.
 14. The non-transitory computer-readable storage medium of claim 13 further comprising: selecting an advertisement based on comments and ratings of the referred challenge, the trust quotient and trust profile of the other user; and attaching the selected advertisement to the referred challenge.
 15. The non-transitory computer-readable storage medium of claim 9 wherein the challenge comprises a real life mission for the user, a real life experience for the user, or a real life game for the user.
 16. The non-transitory computer-readable storage medium of claim 9 wherein the method further comprises: providing users with virtual in-application currency and rewards to perform real life in-application actions, the actions improving the value of a shared data corpus, the user's in-application reputation, and the quality of social relationships among participating users.
 17. A server for a social reality game comprising: a client interface configured to communicate with one or more clients; a third party server interface configured to communicate with one or more servers, the one or more servers comprising elements of a digital profile of one or more users; a storage device coupled to the client and third party interface, the storage device configured to store digital profiles of users, a library of challenges, trust quotients and trust profiles of users; and a processing device coupled to the storage device, the processing device comprising a challenge module and a validation module, the challenge module configured to present and refer one or more challenges to a user, the validation module configured to receive a confirmation message from the user associated with a task of a selected challenge, and to validate the confirmation message.
 18. The server of claim 17 wherein the validation module is configured to validate the confirmation message using a digital profile of the user, to assign points to the user upon completion of a task of the selected challenge, and to offer a reward to the user upon completion of the challenge, the reward based on the accumulated points in the digital profile of the user, the challenge completed when all tasks from the challenge are validated.
 19. The server of claim 17 wherein the validation module is configured to validate the confirmation message by communicating with a third party server to verify a content of the confirmation message based on the digital profile of the user, the digital profile of the user comprising a plurality of attributes, the third party server sharing at least one attribute of the digital profile of the user, wherein the user is a member of a social network system of the third party server.
 20. The server of claim 17 wherein the challenge module is configured to provide a menu of challenges, and to suggest one or more challenges based on a referral from another user, the other user having a defined relationship with the user. 